Kerbal Space Program

downloaded dragon mod
http://kerbalspaceport.com/dragon-spacecraft-18-2/

So I'm doing a Duna mission, several hours into it, but I need to go to bed.

An entire falcon 9 in orbit (modified from the dragon pack) and being refuelled by my tried and tested refueller
screenshot15tf.png


Dragon capsule lift off, another modified stock design from the dragon pack.
screenshot23js.png


1st dragon attached
screenshot22ts.png


2nd dragon attached
screenshot24s.png


3rd dragon attached
screenshot25m.png


3 more Dragons, a com sat and a mapsat to go.
 
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Does anyone have a good SSTO design? I've built a couple of working SSTO rockets and planes but they're all single-capsule designs, I'm looking for something to shuttle three-man crews up and down from my 100 Km station and just can't get it right myself.
 
Does anyone have a good SSTO design? I've built a couple of working SSTO rockets and planes but they're all single-capsule designs, I'm looking for something to shuttle three-man crews up and down from my 100 Km station and just can't get it right myself.

At this time, I have been having some success prototyping a SSTO Plane. But it's still not complete. :o
Perhaps when I am happy with it, I'll post it on here so you can try it out.


I want this. It looks really complicated but fun. Where's the cheapest place to get it at?

Cheers.

Hi Tom. An potentially welcome to the Kerbal Community. :)
Presently there is Two place's it can be bought.

1. KERBAL Store. @ https://kerbalspaceprogram.com
For €23 (£15~) An Convertible to a Steam License.

2. Steam Store. @ http://store.steampowered.com/app/220200/
For £17.99.


As for KSP been a simulator.
It was always the Developers intentions to make a fun but approachable game.
So generally speaking it's roughly 90% accurate to the real thing.
A great way to get some learning in, while you register, an begin your personal training for Mars One. :p

Despite playing for nearly 2 years, I am still learning KSP's little nuances. For example;
1. Yesterday I learning that pivoting wings, at any angle's bar 90 Degree's from each other, causes unusual atmospheric flight properties, when using the Yaw controls...
2. Getting too Minimus is easier than going to the Mun. :confused:



Also watching the Forum's is a wonderful idea, for getting the latest information; So consider registering.
Harvester has announced the latest progress update to the new update. "COMING SOON" So please don't ask me..
@ http://forum.kerbalspaceprogram.com/content.php/164-Update-on-the-0-20-Update

Happy Launchings All. :D
 
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At this time, I have been having some success prototyping a SSTO Plane. But it's still not complete. :o
Perhaps when I am happy with it, I'll post it on here so you can try it out.


Yeah, I managed to get a one man design which worked fine but had too much trouble with anything bigger than that. Oh well, I'm colonising the Mun and Minimus instead now.

Despite playing for nearly 2 years, I am still learning KSP's little nuances.

Damn right. It only occurred to me a week ago that you could move components in the staging list on the left once you'd already launced. *Facepalm*
 
I'm loving this game, played >30 hours in a couple of weeks, anyone who buys it should remember its still in alpha and they are going to add a lot of things, apparently they will have a new, more realistic, atmospheric drag simulation at some point.

If anyone is struggling to get rockets into orbit I recommend getting Kerbal engineer, or if you want an autopilot Mechjeb 2.
 
Next update is sounding good.

* Flags!
Not just planting flags on EVA, but a full implementation allowing you to select from a mod-friendly collection of flags, which also supports having flag decals on just about anything (more on that later).
Assigned to: HarvesteR, Dan
Status: Under Development.

* Kerbal Seats
External seat parts which allow Kerbals on EVA to approach and sit on them. From Munar buggies to seats on solid rocket boosters, and anything in between and beyond.
Assigned to: HarvesteR, Dan
Status: Design Phase

* New GameDatabase Loader
A complete overhaul of the game's asset loading system, allowing for much better handling and usage of loaded assets, and also creating a new folder structure where mods can have their separate folders, regardless of what they add.
Assigned to: Chad, Mike
Status: QA Testing


* Loading Buffer Scene
This is a trick we've picked up from the Unity guys at the GDC. To better clear off memory when switching scenes, we first switch to a blank 'buffer' scene, to ensure unused assets are properly unloaded before switching to the next one. This should improve crashes when switching back and forth, especially to and from flight.
Assigned to: Chad
Status: QA Testing

* On-Demand Terrain Assets
This might be the most significant optimization we've done so far. Instead of having all PQS maps for every planet and moon loaded when the flight scene start, we now only load the ones needed for the current celestial body. Those maps are pretty huge, and there are quite a lot of them. Memory usage should be significantly improved.
Assigned to: Mike
Status: QA Testing


* The Kerbal Knowledge Base
This is the first iteration of a new game system that'll be a big thing later on. The Knowledge Base will show all known information about anything you can focus on the map. Be it celestial bodies, ships, or Kerbals floating around.
Assigned to: Jim (Romfarer)
Status: Under Development.


* Map Filtering
Too many vessels and debris cluttering up the Tracking Station will be a thing of the past now, with the new Map Filtering tabs. Just click on them to view only a specific vessel type on the map and sidebar list on the Tracking Station view, or right-click to combine multiple tabs.
Assigned to: HarvesteR
Status: QA Testing


* More Parts
Always more parts. More on that later.
Assigned to: Claira, Chad
Status: Under Development.


There's still more to come than what's on that list, but those are the highlights. The full changelog will get posted when the update is released.


At this point you're probably also wondering, what happened to the resource gathering thing? Well, resources proved to be far too large a set of features to implement in one go. We've still got a long way to go with that, and right now, we decided there were more important things that needed implementing first. The Knowledge Base is the first step towards the full resources implementation, but we're pushing the rest of those features to a later update (yes, update, not expansion.).

Anyhow, this is what our update is looking like so far. As ever, there is no public release date, so please don't ask if we're there yet. There's still some ways to go with this one.


That's about it for now I guess. More news as they develop.

Cheers

Seats and knowledge base :) oh an sounds like something identical to hepaystacker.
Hopefully it won't be long until we have to populate the knowledge base, do test flights with instruments to fill it all in.
 
Wow that update will be a massive improvement if everything works out nicely... I recently updated to 8gb memory to stop out of memory errors on KSP but its still extremely laggy with space stations. KSP is mainly CPU limited right? I got a "old" i5 at 3300mhz and an ATI 7950... The graphics card didn't really make an improvement over a 8800gtx, infact it might have got slightly slower, prob all in my head but doesn't KSP take advantage of physics on Nvidia cards?
 
Yeah I run it on integrated gfx just as dedicated drains battery faster and more noise, seems to make no difference.
I've never experienced memory leaks. But any speed increase would be nice.
 
Wow that update will be a massive improvement if everything works out nicely... I recently updated to 8gb memory to stop out of memory errors on KSP but its still extremely laggy with space stations. KSP is mainly CPU limited right? I got a "old" i5 at 3300mhz and an ATI 7950... The graphics card didn't really make an improvement over a 8800gtx, infact it might have got slightly slower, prob all in my head but doesn't KSP take advantage of physics on Nvidia cards?

Hi Overlag.
That computer is ancient, scrap it. ;)
But been serious, just overclock the CPU, if you can; Too roughly 4.4GHz, an you'll see a massive increase in FPS, especially with craft with High part counts.
KSP is very much, CPU limited, with all the parts needing physics simulation.

Future updates, especially 0.20 will have improvements to memory management, an apparently there is noticeable improvements; It still wont be even 25% faster, but better.

As for the Dedicated or Dis-create GFX debate:
KSP, favors Smart Shader 3, an was optimized for it, but has SH2 support.
KSP can be quiet efficient graphically wise, if the resolutions are low, ie the default 1024x768.
But once you increase it, to 720P or 1080P or 1440P, or heaven forbid 1600P, PSP does need a serious Graphics Card to produce playable frame rates, an best pared with a very highly clocked CPU.

Ask me, I know. :D
2560x1600, Max settings.
i5 2500K @ 4.4GHz, ATI 6970, 16GB, SSD.
With 300-400 Parts, KSP can turn into a slide show, more often than not 15-30 FPS.. :o
But words, can't describe how beautiful it looks, especially in orbit of Kerbin. :)
 
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